Showing posts with label OSR. Show all posts
Showing posts with label OSR. Show all posts

Thursday, November 28, 2019

Old School Essentials: Review

I remember when B/X Essentials first showed up on the OSR scene, and to be honest I was really pretty skeptical. I thought "Oh, this is literally just a reprinting of B/X. That's it. What's the point?" In hindsight, I was outright dismissive. I mean B/X is my favorite version of D&D, and I had Labyrinth Lord, so when B/X Essentials showed up on the scene I wrote it off pretty quickly. And then it started to get released across multiple books instead of being one collected rules set. More over, these books were not released at the same time. I was like "This feels like a really blatant cash grab. Why are people buying into this?" I was particularly disappointed because thus far Necrotic Gnome and its founder Gavin Norman had made some really solid stuff, so for him to seem to be dipping into what looked like a nostalgia fueled cash grab really felt like a damn shame.


Still, the hype around B/X Essentials continued to grow in a slow, but steady way that you couldn't help but notice. Then, Necrotic Gnome announced they were going to be doing a Kickstarter to do high-quality print versions of this same game, which would now be known as Old School Essentials (a much better title). I'd heard several people I respect saying they liked the game, though none of this buzz really said why people liked it. Were they just swept up in nostalgia? Still, many voices I respected were singing the game's praises, so I was willing to give it a shot. I don't normally do Kickstarters, simply because they don't allow for PayPal, so I contacted Gavin and asked if I could PayPal him directly to get in on the Old School Essentials Kickstarter. He said that there was really no need (at that point the game had funded, though the campaign was still active) because it would be available soon after fulfillment was complete via the Necrotic Gnome web store. Great. That's easy-peasy.

Over 1000% over funding goal! Wow!
And then I forgot all about Old School Essentials as life swept me down new roads. Real life duties, a new partnership with Gallant Knight Games, several freelance gigs, and my own projects all combined to drive the game out of my brain space. That was before Noah Green and his infernal Christmas present.

Noah a man who has grown from a fan of Barrel Rider Games into a genuine friend. This year for Christmas he bought me a few of the Old School Essential PDFs. Well, that was it. Finally, I had to face the game for myself, with my own two eyes. What was the big damn deal about another retro-clone?

The big damn deal is that Gavin Norman has constructed a game that is designed specifically towards active playability. Old School Essential's genius lay in its layout and formatting. It is designed to keep play at the table fast and easy. Rules are clearly expressed and easy to understand. More over, page-flipping is all but a thing of the past. At no point in the text do you need to start dancing across the book to find relevant information. All of the information on the classes is spread across two pages, so when the book is open everything is at your finger tips. Same design applies to everything else in the book. Spells, monsters, magic items, gear - it's all presented with the active purpose of keeping game play going so you don't have to stop because a rule is confusing or because you need to flip through pages to find a clarification. In its presentation, in its layout and formatting, Old School Essentials is sheer genius because this is an element so often overlooked by so many publishers and game designers. It is an overlooked way to keep the game moving at an enjoyable pace.

That is why the game is broken across six books. Playing a fighter? Well, you know what you need is in the classes book. Playing a magic-user? All your spells are gonna be in the spells book. Looking for treasure? You guessed it -- all that's gonna be in the treasure book. What's more, those who prefer a single volume version (like myself) can get their hands on that just as easily. Even better? The product quality is astounding. All the books are hardcover with thick, quality paper. They're built to last. No print-on-demand "middling to average" quality here. These are build to last for years of actual use.

The game's not perfect by any means. The art is inconsistent in quality - though I find that lends itself well to the 1980s charm as an homage to the original Basic/Expert D&D and it being a reprint of that game, it has all the inherent flaws of its mechanics. But it is a perfect presentation of that rules set and as such, it has taken its place as my single favorite retro-clone on the market today. I can't recommend it enough.

If you're interested in grabbing Old School Essentials for yourself, head over to the Necrotic Gnome website, where you can grab the Old School Essentials Box Set (which contains Core Rules, Genre Rules, Cleric & Magic-User Spells, Monsters, and Treasure - each in an A5-sized hardcover in a quality box) or the Old School Essentials Rules Tome (a compiling of all the box set material into a single A5-sized hardcover). I can't recommend these products enough if you're a fan of Basic/Expert D&D and it looks like this will be serving as my go-to old school rules set in the future.

Saturday, August 4, 2018

Simple vs. Beginner: There's a Difference

So, earlier in the week I got into a conversation on Facebook with someone who had some constructive criticism and questions regarding Untold Adventures. I encouraged them to ask their questions because the person was both respectful and the questions were really insightful ones about the nature of the game. It got me thinking about something that seems a bit counter-intuitive.

Untold Adventures is a rules light game, but I would not call it a game that's a good game for new gamers. That's a bit confusing, eh? Without a lot of rules, beginners won't get overwhelmed - right? Sure, that's true. But Untold Adventures relies heavily on Referee fiat, descriptive play, and abstraction. Those three skills don't always come easily to new players or Referees. That's because they need time to build their confidence as gamers and trust their instincts.

Part of the reason I love Untold Adventures so much is that it is a game I wrote, first and foremost, for me. I didn't want to do "just another retroclone" for the sake of sales. That's why it's a PWYW PDF and the PoD will be under $10 in softcover. It's a game that I know I can run given my current life. It's low prep, fast-playing, and character creation takes five minutes. I abstracted so much of the game because I trust in my abilities as a Referee and to make a call on the fly.

That comes from thirty years of gaming and over half a decade creating OSR content. The mentality of "Rulings, not Rules" comes to me almost instinctively. I recognize that such a style of play doesn't come easily to new gamers and that many experienced gamers don't care for it. They want a more defined selection of classes, a more concrete gear system, and other things. That's perfectly valid and reasonable. But, it's not the way I prefer to play, so I didn't write Untold Adventures with that in mind.

Another reason to make it as rules light as possible was to make it as easy as humanly possible to drop in other OSR content. Heck, I wrote it with running Small Niche Games' Chronicle of Amherth (originally written for Labyrinth Lord) and Glynn Seal's Midderlands (originally written for Swords & Wizardry Complete) in mind. I could use both settings with no mechanical conversion, or simply by changing all HD to d6. Conversion takes seconds and can be done on the fly. But that comes at the expense of concrete rules, forcing me to rely on my own confidence that I gleaned from experience as a gamer and creator.

I'm not saying this to toot my own horn. I'm simply pointing out that the level of experience of the individual running a game and playing in a game has a huge impact on that game and is a key factor to consider when choosing, designing, or playing a game.

Tuesday, July 24, 2018

Been a Bit Since I Blogged

It's been quite a bit since I threw down some words on the blog. Real life's been busy. Damn busy. I went to Texas and back for 2018's North Texas RPG Con, and it was probably the best time I've had in a decade. Seriously. It was exactly what I needed to reinvigorate myself creatively. Though my personal life has actually forced me to slow the time table on several OSR projects, I just wanted to take a minute to talk about what's been going on with me since April.

Untold Adventures: I published a minimalist fantasy RPG called Untold Adventures, and on the whole it seems to be getting a very positive response. It's a PYWY PDF on RPGNow and $8 for a print copy on Lulu. I also put out a short rules supplement for it called Unsung Heroes, which is currently a PYWY PDF on RPGNow.

Heart of Varrul: I've been working alongside Pete Spahn as we finish up the final draft of Heart of Varrul, his White Star setting/adventure supplement. There's a ton of excellent stuff in there and I'm really pleased Pete asked me to get involved when the project was in its earliest stages.

Vigilante City: Eric Bloat from Bloat Games recently successfully funded a Kickstarter for Survive This! Vigilante City, and this OSR superheroic roleplaying game looks like the bee's knees. I got to contribute a small adventure to the book and am really excited to see this puppy come to life. I love, love, love superheroes and am always looking for a good RPG. I think Eric may have finally found the Rosetta Stone of OSR supers gaming. Plus, my own original creation, Midnight Ace, will be appearing in VC - and I'm super excited to see that.

White Star: I've got a number of White Star products in various stages of drafting and development, including collaboration with some third party publishers -- similar to working with Pete over at Small Niche Games.

Saga of the White Box: My "White Box Vikings" RPG is ridiculously close to being finished if I could just get off my ass and get it done. I'm really excited for this one, but can't bring myself to finish the damn thing. It'll be a stand-alone and draw heavily on the Eddas and culture of the pre-Christian Norse culture.

Cybermancer: This one has been a damn devil. 150 pages into the initial draft and I realized I would have to overhaul the entire thing to make it as streamlined as I wanted. I had to completely scrap the system originally being used and, much to my surprise, found it will work well as a variant of the rules found in The Hero's Journey.

Rad Box: This is my White Box Post Apocalyptic RPG. I'm about 50 pages into the first draft and it will draw heavily from themes and elements of the Fallout series of video games and the Mad Max films. I'm looking at it similar to White Star as a a genre book and not a specified setting.

Freelance Work: Yep, I'm doing some. No, I can't talk about it.

There's other stuff tooling about, but nothing to any point of development worth talking about publicly. Anyway, just wanted to let everyone know I'm alive, well, and still creating.

Thursday, April 12, 2018

Review: For Coin and Blood

I remember hearing vaguely about For Coin & Blood some time ago, but it seemed to pass me by before I got a chance to investigate. Then Diogo Nogueira, author of Sharp Swords & Sinister Spells and Solar Blades & Cosmic Spells, made mention of it on social media. And when Diogo endorses a game, there's a really good shot that I'm going to like it.

So, I googled For Coin & Blood and started investigating. Well, what I found was an awesome little game made by a passionate creator. Like my own The Hero's Journey (and obviously White Star), FCB is built on the Swords & Wizardry White Box chassis. It draws heavy inspiration from a more grim and gritty side of fantasy, clearly influenced by works such as The Black Company and The First Law series' of novels. By combining and tweaking White Box, material from several third party supplements, throwing in a heaping helping of evocative art, and excellent production values Gallant Knight Games has managed to produce a gem of a game.

While I'm not familiar with the fiction mention above, huge credit to the creators of FCB for creating a game that oozes dark fantasy. In fact, I was a bit jealous as I read through the book because I immediately thought "This would be great to run a White Box: Game of Thrones style game," which is something I had always hoped to write myself. Well, Gallant Knight Games beat me to it and good on them! The material is so evocative that it inspired me to pick up the first book in The Black Company series of novels.

So, what separates For Coin & Blood from traditional fantasy roleplaying games? Well, for starters it runs on the presumption that the player characters are not heroes. There are no holy protectors or knights in shining armor here, folks. But, what elevates this above the tired trope of "you play the villains," is that For Blood & Coin presents players and narrators with the opportunity to play characters who are complex and nuanced. No alignments, no archetypes. These are characters who are certainly self-serving, but are still capable of heroism if they so choose. The complexities of characters like Arya Stark or Jaime Lannister are right at home in this game -- and that's awesome!

Beyond fantastic, heavily shadowed black and white line art, the most evocative feature of the game are its classes. No paladins, fighters, or bards here folks. Sellswords, Blackguards, and Assassins rule the day These characters are tarnished by their own sins and willingness to do horrible things, but aren't mustache twirling villains. They're just willing to do what needs to be done when others aren't willing to get their hands dirty. That's something that's refreshing and pretty damned unique in the OSR, separating it from the more heroic games like The Hero's Journey or pulp stylings of White Box Fantastic Medieval Adventure Game.

Author Alan Bahr grabs hold of plenty of open source third party material then tweaks it until he's given it a new, but dingy and tainted coat of paint and created something all his own. There is plenty of familiar material here, but its all modified to the grimdark mood. A few areas of note include his adversaries section, the small tweaks to the player character classes, and rules for player characters running a criminal organization.

For Blood & Coin runs under the assumption that all player characters and most adversaries are human. There are no rules included for playing non-human characters and the bulk of adversaries included in this book are mundane. This creates the implication that magical creatures (and by extension magic itself) is rare and dangerous. This helps add to the atmosphere of the material as well as keeping the page count down. A handful of fantastic creatures are included, but that only helps to accentuate their rarity in my opinion.

This is a deadly game. Characters begin play with more hit points than other White Box-style games, but gain very, very as they increase in level. In fact, it's likely that a critical hit will kill even a 10th level character outright. Again, this adds to the grimdark feel of the material and in addition will force player characters to think beyond the "beat it till XP comes out" mentality that too often plagues fantasy roleplaying games. Each class also features abilities that are familiar tropes from the traditional fighter/cleric/wizard (called sellsword, priest, and magus in this game) dynamic, but takes the time to spice up these core three into something that feels genuine to the setting material. Four additional classes (assassin, blackguard, cutpurse, and knight) round out player character options. Each is just different enough to have its own unique feel, but isn't bloated with extra, unnecessary rules.

In the final pages of the rules, Bahr includes rules for player characters running and joining criminal organizations. Based on Swords & Wizardry Chivalry, the author has taken the concepts found in that book and given them a new and wonderful spin that (yet again) reinforces the themes and tone of the grimdark fantasy genre. Even as someone who originally wrote Chivalry, I found Bahr's tweaking of my original concept to be absolutely wonderful and refreshing.

I'd also be remiss if I didn't mention the inclusion of a 7th Ability Score: Infamy. A character's deeds and misdeeds have a huge impact on the game and this form of measuring a character's reputation provide a more complex and dynamic roleplaying experience that the more traditional alignments used in most games. In fact, alignments have been completely jettisoned in For Coin & Blood, and that's a good thing in this context.

Pound for point, point for point, For Coin & Blood is my go-to grimdark fantasy roleplaying game. In fact, grabbing it has actually saved me money because I've purchased a copy in lieu of Warhammer or Shadow of the Demon Lord. My affection for White Box-based games is well known and this is takes that original edition style of game into a new and wonderful direction by presenting a game that offers opportunities for complex, morally ambigious storytelling not often actively encouraged in the OSR. I can't wait to see where Bahr takes the game line next.

For Coin & Blood can be found  on RPGNow & DriveThruRPG in PDF and print-on-demand versions. PoD is in digest form, with a black and white interior, though it can be ordered on color quality paper for a higher quality product -- which I'd recommend. 

Sunday, March 25, 2018

Frustration and Focus

The past three months have been tough on a personal front, with ongoing issues regarding a family member's health and a rapid fire series of home ownership issues. I've not been able to do any writing of real substance and even had to turn down a freelance job I very much wanted to take. After being displaced from my home for almost four months, I'm finally back home and ready to turn my attention to work again.

But, the problem is that I've got so many projects in a partially completed state that I'm at a loss of where to start. I've got the following projects in various states being drafted and can't bring myself to focus on any particular one in order to bring it to completion.

Saga of the White Box: A stand-alone White Box variant drawing from Norse mythology as a primary focus, particularly the Poetic and Prose Eddas.

White Knights: A stand-alone White Box variant focused on telling stories set during the Crusades and focused on playing crusader knights.

Rad Box: A stand-alone White Box variant dealing with the post-apocalypse genre.

Cybermancer: An homage to and rules clean-up of Shadowrun, particularly the 1st and 2nd ed versions.

Untold Adventures: A Jamesification of B/X D&D and Labyrinth Lord.

Swords of Bulsara: An original system sword-and-planet RPG.

White Star: Lightspeed: A supplement for White Star: Galaxy Edition focusing on starships and space travel.

Heroes of Amherth: A conversion of The Chronicles of Amherth to The Hero's Journey.

I'm usually not this scatter-brained. In fact, I usually hyper-focus on a single project and plow through it at a pretty good clip. But each of these products is sitting in a drafted state, some as much as 50+ pages and now I can't just freakin' pick one and go. No real point or statement to this blog entry, I suppose -- just venting my frustration.

Sunday, March 4, 2018

Chasing (Dungeons and) Dragons

A large part of the appeal of the OSR is built on nostalgia. Players look to relive those halcyon days of their gaming youth. Simpler rules for simpler times. Yes, there's a lot to be said from a theory and design point of view for a minimalist take on rules design, but I think to deny the wistful gaze into the past we often feel when playing these games is foolish. 

The past few months have been very rough for me on a personal level. I won't go into detail, because that's not what this blog is about. I genuinely long for the simpler times in my life. For the days when I got home from school, pulled out my Rules Cyclopedia and my graph paper and just went at it for hours on end. It was a simpler time. Now, I'm an adult. I have the responsibilities and concerns of an adult. The OSR lets me at least remember those simpler times, to hold a time capsule of my own youth bound up in a  print-on-demand cover.

But somehow, I can't go home again. Instead of ignoring or house ruling something and going with it, I break it all down to its smallest parts and try to figure it out. Analyze, study, play test. It's something it never was back in my youth: It's work.

I was looking at my bookcase today when this all hit me. I own physical copies of several versions of old school D&D or versions that would qualify as retro-clones: Labyrinth Lord, Swords & Wizardry Complete, Swords & Wizardry White Box, White Box Fantastic Medieval Adventure Game, Lamentations of the Flame Princess, Adventures Dark and Deep, Dungeon Crawl Classics, Basic/Expert D&D, Astonishing Swordsmen and Sorcerers of Hyperborea, Rules Cyclopedia, and a few others I'm sure I'm forgetting. Hell, I even wrote one myself: The Hero's Journey Fantasy Roleplaying. I stopped counting once I hit the teens.

Why? Whenever I look at my shelf, I always default to either Labyrinth Lord, White Box Fantastic Medieval Adventure Game, or The Hero's Journey. So why do I keep buying retro-clones? I'm not a collector by any measure. Part of it, I know, is a way to peek into the minds of other game designers. But I can do that just as easily with a PDF. Part of it is also, undoubtedly, a desire to show support for other publishers with my wallet. We're all in it together, after all.

But as I starred at that shelf, I knew the real answer. I'm chasing that twelve year old kid I used to be. Problem is, I just can't leave well enough alone. I can't just game. It's become work. It's become this kind of ceaseless quest to find the perfect game that will somehow whisk me away to junior high -- and I'm not sure that's possible anymore.

I often wonder if it would be best to cut myself off. To simply select a game and use it as my singular go-to -- at least in terms of running games. Yet somehow, I always hold myself back from doing just that. Maybe it's because I'm not twelve anymore, and I never will be again.

Thursday, February 8, 2018

For Love of Basic D&D

I'm a Swords & Wizardry White Box guy. That's pretty obvious. I love to design using that set of core mechanics, as is evident from Barrel Rider Games' White Box line of products and the creation of White Star. I think it's a system with infinite possibilities due to its simplicity and the cleaner, more modern design brought to it by current OSR creations like White Box: Fantastic Medieval Adventure Game. In short, it fits like a glove. It just clicks in my mind.
    

 

But believe it or not, it's not my favorite D&D-style system to play. My favorite system to play is Rules Cyclopedia. It's a big, bold book chock full of clunky, archaic rules. From the perpetually confusing Weapon Mastery rules, to the never-once-in-my-life-have I used Seige Warfare rules, to the "who the hell ever reaches 36th level?" Immortal rules. But, by God is that book full of potential. I believe it's the greatest single-volume fantasy RPG ever published. In that tiny font, 3 column layout, my imagination (both as a young boy and as an old grog) soars. Maybe it was because it came out when I was just the right age. Maybe it was the art. Maybe it was hiding away in those pages after a bad day at school. Hell, I don't know. But I know that the Rules Cyclopedia is when I realized I was going to play RPGs for the rest of my life.
  

  

As most reading this blog know, Wizards of the Coast has made the Rules Cyclopedia available in both softcover and hardcover print-on-demand formats now. I'll get my hell mittens. But here's the real kicker: There's some seriously awesome print on demand support for Basic D&D these days. In addition to the RC, they've got the DMR2 Creature Catalogue, B1: In Search of the Unknown, B2: Keep on the Borderlands, and the Hollow World Box set (along with a few other more obscure products and a few of the Known World Gazatteers) available as print-on-demand. Never did I ever think I'd see the day.

That means the Rules Cyclopedia and Basic D&D will be around as long as print-on-demand is around. I guess the game itself finally reached 36th level and ascended to Immortality.

Tuesday, January 2, 2018

State of the Halfling 2018

2017 has been a helluva a year for me, and not in a good way. I've had some pretty major developments in my personal life that have forced me to sacrifice time previiously spent working on writing. It's not hyperbolic to say that things in 2017 have been life-altering for me, and in most cases not for the better. 2018 came crashing in with a swift kick in the nuts for the ol' halfling, so there's no calm in sight.

So, with that in mind I wanted to give folks an idea of what's on the docket for 2018 when it comes to Barrel Rider Games.

First & Foremost: White Star: Galaxy Edition is still going to be released in Print-on-Demand on both OBS and Lulu in hardcover and softcover formats. We had some large formatting corrections to make based on the first set of proofs received, and are upgrading to premium paper for the OBS release. Sorry for the delay. Those who have purchased the PDF will receive a coupon for a discount reducing the price to equate with the Print + PDF combo.

Cybermancer: Cybermancer is billed as Fantasy Cyberpunk Role-Playing in the Retro-Future, and it is currently being drafted. It's a retro-homage to old school cyberpunk RPGs we all know and love. It's basically the "big" project for 2018.

Other Projects: I have a slew of other products in development, all in different states of conception. These include Saga of the White Box, Heroes of Amherth, Rad Box: Post-Apocalyptic White Box Roleplaying, several small White Box supplements in the style of White Box Omnibus, Compendium, Gothic, and Arcana.

Because of the changes in my life and the new obligations created, I am no longer providing release dates for products. Project goals might be stated, I can't commit to hard release dates at the moment. My current situation no longer allows for committed time to focus on writing and what time I am given could be immediately consumed by this new personal development, and without notice.

Currently, getting the doors closed on White Star: Galaxy Edition is of the utmost importance and is my largest focus. I want to get it done and out there for everyone to enjoy. I'm genuinely proud of it and want folks to enjoy it at their gaming table for years to come.

Here's to hoping 2018 is a bit gentler and softer to the Barrel Rider, but given the way it's started I'd better armor up.

Saturday, November 4, 2017

Review: Lamentations of the Flame Princess

If you've been in the OSR for any length of time, you've undoubtedly heard of James Raggi IV's Weird Fantasy Roleplaying Game Lamentations of the Flame Princess. Love it or hate it, people talk about the game. It's one I've avoided for a long time, simply because it didn't seem like something that would appeal to me. I dismissed it as gore for the sake of gore, blood and boobs for the sake of gratuitousness. Basically, it seemed like the "Shock Jock of the OSR." After reading it, I'm not sure that's entirely incorrect - but neither is it a fair assessment of the game. Also, one thing I found kind of off-putting was that I always got the impression that the hardcore fans of Lamentations had the attitude of being "too metal for you."

Then I saw +Matt Finch fantastic YouTube interview with James Raggi. To my pleasant surprise Raggi came off as just a dude. He's no nonsense, honest about who he is, what his game is, and what his beliefs are. I really enjoyed complete lack of pretension. Raggi wrote a game that is his ideal version of D&D, nothing more and nothing less. I can really empathize with that, since that's exactly what The Hero's Journey Fantasy Roleplaying is to me.


Well, I by windfall, I got my hands on a copy of the "Rules & Magic" Core Rulebook for LofTP and gave it a read. I figured it was the opposite of what I generally wanted in my RPG, given my inclination for Tolkienesque fantasy and pulp sci-fi. But I do enjoy Lovecraft and Ravenloft, so I tried to dive in with an open mind.

As mentioned by so many other reviews of LotFP, the production values are fantastic. Bold line art, a clean layout and several full color plates create a book that's visually appealing to simply look through. For the most part, LotFP clings closely to it's B/X D&D roots when it comes to mechanics. That being said, it's not afraid to toss out what doesn't work. It uses an ascending Armor Class system and Attack Bonus mechanic for combat, which is my preferred method. (Sorry, guys, Thac0 is just counter intuitive.) Hit Points are pretty standard for most B/X era games, increasing by a certain die type as the character gains levels. The classes are, for the most part, what you'd expect: Cleric, Dwarf, Elf, Halfling, Fighter, and Magic-User. The Thief is replaced by the skill-driven Specialist.

It features a small skill set and a simple d6-based skill check system, which is highlighted in the Specialist class. This thief-replacement is not bound up in the tropes of being a "thief," but is instead exactly what it says: A specialist. The character receives more skills (even from 1st level) than all other classes. These aren't just your traditional "thief" skills either. You can use the specialist to build a ranger, a sniper, a pickpocket, or any other adventuring type of character. It's really well implemented.

Another simple, often mentioned, and major change from B/X to LotFP is that only Fighters increase their Attack Bonus beyond first level. This makes them really unique and gives them a tight role within a party. Also, on a more subtle level, it implies that LotFP is not a game focused on combat. By having one class that's exceptional at combat, it helps remind the group that fighting is not always the way to solve a problem. In fact, fighting is probably a bad idea. Just run!

Magic-Users pretty much run in a fashion similar to B/X, except for a few select spells to evoke that Weird Fantasy feel. Magic is something mankind is not meant to mess with, and those spells hint at that - none more so than the first-level spell Summon. The summoning rules for LotFP are a bit complex, but because the spell itself is meant to be a long ritual likely to be cast in combat, it's not a huge deal. It's complex because the Magic-User does not know what they're summoning, or whether they're going to be able to control it. Generally speaking, reaching into the nether to yank something through will not end well.

While LotFP has no concrete setting there is an implication that it's set designed to be set in an era between the late 15th century to the late 16th century. There are rules for Firearms, Maritime Travel and Combat, Land Ownership and Taxation, and other things not traditionally found in "medieval" fantasy. As a side note, given the game's heavily implied historic context, it feels like non-human classes were included simply as a nod to B/X. They don't quite feel like they fit in with the rest of the game and I think if I was going to run an LotFP game I'd reskin Halflings and Dwarves as something else - maybe Rangers and Tomb Robbers - and not allow Elf PCs. Another nice touch by an implied but not explicit setting is that you can make the game as horror-driven, or not, as is suitable to your individual group - though clearly Raggi wants drive home that things living in dungeons are truly horrible and inhuman and those who dare intrude are genuinely insane.

Then we get to the art. The art in this book is definitely not "family friend," but it does a perfect job of illustrating the style of weird fantasy that Raggi is going for. It's just beautiful to behold in its detail. My favorite piece among the art plates (shown below) is the perfect encapsulation of real-world bravery. The girl in the picture is standing protectively in front of (presumably) her family with her armored father already slain, clumsily holding a heavy sword while tears are streaming down her face. She's absolutely terrified, but she's terrified but still she's putting up a fight. That is bravery. It's just magnificent.

In the end, Lamentations of the Flame Princess is yet another OSR game that I wrote off as something I could just ignore. I did the same with Labyrinth Lord years ago, and avoided Swords & Wizardry for a long time due to my own preconceived notions. You'd think I learned my lesson - because once again, my own arrogance has caused me to ignore a jewel in the OSR that's been staring me in the face for a long, long time.

The final clincher for me was, oddly enough, my wife. She's not an OSR gamer, though she is an RPGer. I showed her LotFP and she was like "I'd play this. This has got a kind of twisted Puritan Fairy Tale vibe to it." My wife is seriously picky about the games she plays, and getting a non-OSR gamer's opinion without all the baggage associated with the controversy and politics surrounding Lamentations gave me an objective opinion from someone I respected.

So yeah, I think I'll be running LotFP some time in the future, much to my own horror and surprise. But then again, isn't that part of what Lamentations is all about?

Tuesday, October 17, 2017

JEShields and the Art of Love

James Shields is, in my opinion, the premiere artist in the OSR. His strong line work, dynamic images, and the sheer diversity of what he can bring to life through his art leaves me in awe. James's work was a cornerstone in bringing the visual style of White Star (and especially White Star: Galaxy Edition) to life. It's as if he were somehow reaching into my brain and drawing out how I saw the world of my pulp sci-fi opus.

But James is more than just a guy who can create images for sci-fi, fantasy, cyberpunk, post apocalyptic, modern, or pretty much any other genre of games. He's a Good Man. I have been thrilled to have James's work appear in many of my own products. I am humbled and honored to call him a friend. His generosity, as a creator and as a person, knows no bounds. He's enthusiastic, supportive, and a great guy to talk to. On a professional level, his comissioned work comes back on time and he maitains strong communication the whole time. I can't think of an artist I'd rather work with more than James.

If you want to see just a sample of his work, check out JEShields, his company. He's got hundreds of stock art images from a myriad of genres - and he's even kind enough to make many of them available for free or at a PYWY rate. In spite of his amazing talents, James uses his gifts to be a pillar of the OSR. He does what he does out of love of this community and love of the games we all play.


He wants to bring more art to us all. Maybe you're a publisher looking for more images for your products, or maybe you've seen James's work in products you've purchased. In either case, James's style has probably shaped a game you know and love. So, I'm asking you as a fellow gamer, to help him bring his Kickstarter to life. I've seen what he's got planned, and the price points he's offering for Backer Rewards are worth it at twice the price.



Do it because you love gaming. Do it because you love seeing more art in your books. But most importantly, do it because there's a man who is making these things as an act of love. Please support his continued growth as one of the greatest visual minds in the OSR today.

Sunday, September 3, 2017

Low Fantasy, High Quality

I got a chance to play with a group of my old OSR buddies last night, and man was it a blast. I found my "playing for about 2 - 3 hours sweet spot" discovery to continue to hold true and the casual nature of my fellow players kept the mood light, while the experience of those at the table allowed for there to be enough focus for us to progress in the plot. There was, however, something new to me: The game played: Low Fantasy Gaming.

LFG was something that rang a bell in the back of my mind, but I'd never pursued it. I figured "Oh, just another retroclone." Well, the reason it kept sticking out in the back of my head was because +David B kept singing it's praises (and believe it or not I pay attention to that fool). When I found out that LFG was the game being played, I was like "Sure, whatever." and didn't give it much thought. But pretty soon, my expectations were blown away. LFG is way more than "just another retroclone."

I went to the Low Fantasy Gaming website and downloaded the PDF, which is free by the way. I was immediately impressed by the quality of the production - especially for being free. The book is chock full of black and white line art and set on a nice parchment style paper. It's easy to read, and evocative. The clean two-column layout is easy to read and flows like fresh water.

LFG lives up to its name. This is not Forgotten Realms. The core rulebook has just five classes: Barbarian, Bard, Fighter, Magic-User, and Rogue. While it includes rules for playing Dwarves and Elves (using a race-and-class basis), these are very optional and it is generally assumed that all PCs are human. Magic is rare, dangerous, and something not meant to be messed with. The game repeats over and over again that magic is not common. As someone who prefers low magic, this is a huge strength in my eyes. 

The game's mechanics clearly have their roots on OSR-style gaming, but make regular use of the 5e Advantage/Disadvantage mechanic. With a lower instance of healing magic, player characters find their hit points increasing with a stronger center baseline. Fighters, for example, roll 1d5+5 per level. The game does make use of some particularly funky dice (like d5s and d30s), and while that might be a turn off for some folks, I didn't mind. Given all my gaming these days is happening on Roll20 and that I've got a few sets of DCC dice, it wasn't even a thing. It also has a skill system that's robust enough to covert most situations without being bogged down in detail. If you have a skill, you get a bonus when making an attribute associated with that skill - that's it.

Attributes themselves are handled a bit differently. The game has seven attributes. Six of the attributes we all know and love are present: Strength, Dexterity, Constitution, Intelligence, and Charisma. Wisdom has been split into Perception and Willpower, which I think is a smart move on the part of the creator.

There are no saving throws. Instead you have a Luck score, which begins play at 10 + Character Level. Luck and attribute checks are made by rolling 1d20 and scoring under the associated number. But, in the case of Luck, each time you make a Luck roll, your Luck temporarily drops by a single point. It's simple and quick and shows how long term adventuring can take its toll on even the most skilled adventurer. In addition to Luck, characters also begin play with a Reroll Pool equal to their level. This is, quite simply, a number of times you may choose to reroll a d20-based roll in a gaming session. It's a simple way to keep yourself from being hosed by one bad roll.

Both the magic and the combat system have a bit of seasoning from Dungeon Crawl Classics. Any combatant (not just Fighters) can engage in minor and major exploits in combat and whenever a spell is cast the mage runs the risk of drawing some dark and terrible thing down upon them. It makes casting spells a real risk. Speaking of spells, gone are the "High Magic" spells of traditional games. You're not teleporting anywhere, bub. You're also not bringing anyone back from the dead. 

But, if you're lucky, an ally who seemed slain at the end of a battle might just be Mostly Dead (yes, that's a term in the game). Brushes with death come at a cost, though - and you're likely to suffer a battle scar or permanent injury. In a world without a lot of healing magic, combat is dangerous and deadly. It's effects are lasting. There are rules for chases too. This seemed strange at first, but I like it - because "We run away" should not immediately mean your player characters are safe. 

LFG has no default setting, though it openly says it's not meant for highly magical campaigns. Inspirations include settings like Westeros and Hyborea, or even Middle-earth. The low-fantasy elements are reinforced once more by a level cap of 12th level. This puts characters firmly in the "hero, not walking god" category, which is a nice touch. Gaining levels are not done via XP, though. It's largely based on having extended downtime and GM fiat. While this might bother some gamers, I like it. It means characters aren't going to feel hosed if they didn't fight any monsters or find any treasure in a given session.

Ever since D&D 5th Edition was published, many in the OSR community have attempted to do an "O5R" game. Low-Fantasy Gaming is the perfect blend of OSR gaming and 5th Edition mechanics. It's not afraid to draw from multiple sources to create something that's truly unique, infinitely playable, and easy to pick up and run. +Steve Grod, the creator of LFG, has made an absolute gem of a game. He's also made this gem of a game very, very accessible. The PDF is free on LowFantasyGaming.com and print versions of the game (both hardcover and softcover) are available at an at-cost price on Lulu. More over, he actively supports his labor of love with quality PDF supplements which he posts on the LFG website. New classes, new adventures, and sandbox settings are added regularly.

The long and short of it is that Low Fantasy Gaming is a game that's been in front of my face for a long time and its somehow been unnoticed. It captures the dangerous low-magic flavor of OSR gaming that I love so much, but weaves many modern mechanics into the design to create something that is both familiar and new. I'm very, very excited to see what the future of FLG is going to be and even more excited to get together with my Saturday Night Crew to continue the adventures Low-Fantasy adventures of Esteban de Silva, el Ladron de Flores - and I haven't been excited for an upcoming gaming session in a long, long time.


 

Sunday, August 20, 2017

These Dice Ain't What They Used To Be

So, tonight I unexpectedly got to play in a 5e game. I was thrilled to do so and had just said to my wife "I really need to play D&D, it's been weeks and I miss it." Well, someone out there heard me and granted my wish. Thanks, Universe.

I made my character easily enough and we sat down to play. From 6:30 to about 9:15. Not a long session, by any stretch. But here's the thing - I had an absolute blast. For two hours and forty-five minutes, I was Dregnr Bloodbeard, Dwarf Barbarian, and it was pure fun. Never once did I feel fatigued or overwhelmed, nor did I wonder if gaming was "worth the effort."



I learned something about myself - maybe I ought to slow down in my "old age." Ten years or fifteen years ago, a four hour session was standard. We often pushed for six or even eight hours. But tonight's "shot in the arm" of gaming, really felt just right.

For a long time, I had considered getting away from the table both as a player and GM. Just focus on design and playtesting. But tonight taught me that maybe, if I take it a bit slower and in smaller doses, that it's still as much fun as ever - even after 30 years.

This also reenforced why I love the OSR (and particularly White Box) so much. With rules light systems, you can get a lot of active gaming in, in just a few hours. That way time doesn't feel wasted by looking up rules, modifiers, and outlying material. Just leap right into the game, and head off on an adventure. Man, it was nice to realize that I may not be as young as I used to be - but the spark is still there and adventure still calls to me.


Friday, August 11, 2017

Review: Sharp Swords and Sinister Spells

+Diogo Nogueira is a work horse in the OSR. Known primarily for preaching the Gospel of Dungeon Crawl Classics and being an amazing artist, what some may not realize is that Diogo has published his own fantasy roleplaying game. It's not another retro-clone, though it shares some commonalities with traditional d20-based games. Diogo's baby is called Sharp Swords & Sinister Spells, and it's available in both PDF and digest-sized softcover on DriveThru and RPGNow. Did I mention that both the PDF and the physical are priced at Pay-What-You-Want at the time of this writing?



Nogueira's love of Howard, Smith, and other iconic pulp fantasy authors is evident in his product. The entire book amounts to 48 pages, but that page count could probably be cut in half if you removed the art. That's not a criticism at all. It's the art and how it's been carefully selected or crafted to evoke that Hyborian feel that really sells the game.

SS&SS really trims the fat, though the author's inspirations seem evident in reading the product. Diogo's love of DCC is obvious, but I also get a bit of a White Box vibe going on. I feel as though he took Dungeon Crawl Classics, D&D 5e, Swords & Wizardry, Astonishing Swordsmen & Sorcerers of Hyperborea, and Polyhedral Dungeon and ripped them apart of the Tree of Woe, then reassembled them to create something both familiar and different.

With only four attributes, three classes, and no skill system you'd think the game would feel a bit thin - but not so. The author is clearly trying to emulate a specific subgenre of fantasy and he stays laser-focused on that style. The system is pretty simple. Attributes (Physique, Agility, Intellect, and Willpower) are determined by your traditional "roll 3d6" method.

Tasks are accomplished by rolling a d20 against an attribute value. If you score under your attribute, the task has succeeded. The closer you get to the attribute without going over, the better you did. These tests can be modified by Positive or Negative Die, which works in a manner similar to D&D Fifth Edition's Advantage/Disadvantage mechanic. If it's a Positive Die, you take the better. Negative, take the worse. Combat is actually resolved using the same attribute test mechanic, but the monster's hit dice modifies the roll - meaning a monster who's hit dice exceed a character's level are going to be harder to hit while those that are lower are going to be easier. Simple and elegant.

Some fast and dirty pulp spice is added by adding options to push your roll (ala Call of Cthulhu 7th edition) and a Luck option. Equipment and weapon ammo are also handled in a truncated, but intuitive and appropriate way.

Casting a spell? Intellect test. Trying to be stealthy? Agility test. It's all that simple.

Weapon damage is equally simple. Small weapons (whether dagger, short sword, hand ax, whatever) do a 1d6. Medium weapons do a 1d6, Large weapons do 1d8. Warriors automatically increase this die by one type (d4s become d6s, d6s become d8s, d8s become d10s). Any class can use any weapon.

Armor provides a form of damage reduction, but make you easier to hit by capping your Agility, while shields make you harder to hit.

Spells are simple, nasty and potentially dangerous to the caster. Casters choose the power level of the spell their casting, which modifies their roll. That means you can potentially throw a heap-nasty spell, but there's serious risk of things going south if you roll poorly. Men were not meant to know sorcery in SS&SS. Magic items are similarly powerful, but always with a cost.

Monsters all have one statistic: Hit Dice. They might also have specific special abilities, but given the player-centric nature of dice rolling and how hit dice of an opponent impacts combat, that's all you need.

Like I said earlier, where this game really shines is in its art and flavor. SS&SS requires characters to begin play with a Complication, which can be randomly generated if necessary. In addition, charts are included to generate on the fly adventure scenarios. These charts, again combined with the art, really give it that dirty sword-and-sandals pulp feel. What's so impressive that a lot of the art in this book is stock art that's been floating around for a long time - but when you get an artist to actually put a book together as a labor of love (which this clearly is), the unity of disparate parts really shines.

If I had to offer any criticisms, it's that SS&SS has a few areas where efforts to keep things brief make some explanations feel truncated or abrupt. Another sentence or so explaining a few of the rules would have clarified things quite a bit, but after reading over it a second time the designer's intent became pretty clear - so this is a minor issue at best. And for being PYWY in any format,  there are really no complaints. Another minor issue was that though the book included an ample list of monsters (35 or so), they did not appear to be organized in any fashion. Having them listed alphabetically or by HD would make for easier reference.

Long and short is that if you're looking for an ultra-light pulp fantasy game you can stuff in a backpack and run on the fly, Sharp Swords & Sinister Spells is a must. Grab it now. You won't regret it.

Monday, February 20, 2017

State of the Halfling

So, I've been quiet for the past ten weeks or so. The reasons are many and varied, and don't really matter. I'm still around, still gaming, and still plugging away on projects for Barrel Rider Games.

I won't give any specifics away, but I'm working on something big for BRG. Really big. It's the biggest project to date for my little one-man show. It's so big, that I can't do it as a one man show. I've put together a crack team to help me bring this super secret project to life. +Jason Paul McCartan is bringing his keen eye to the Layout and Editing. +Art Braune is serving as a Proof Editor and Adviser. +James Shields (of +JEStockArt) is serving as both Art Director and Lead Artist. I haven't been this excited about a project in a long time and it's been almost a year in the making. I really hope those who are kind enough to purchase it enjoy it.

What is it? Well, that's a secret. I'll make the public reveal in a few weeks, and I've put a few teases in the Google Plus. My Patreon supporters will get the announcement a bit earlier than the rest, but all will be revealed soon enough.

I'll tell you this: It's looking at around 250-275 pages. It'll be available as both PDF and later in print (both hardcover and softcover). And, just to frustrate +Jason Paul McCartan, squirrels will be involved in some capacity.

Soon, my friends. Soon.

Sunday, December 25, 2016

Happy Box Set Day!

Today is December 26th, known in many nations as Boxing Day. Today, I'm starting a new tradition in the OSR gaming community. With that I wish you a happy...

That's right, Box Set Day. How does one celebrate Box Set Day? Well for me, that means giving away an RPG Box Set. This won't necessarily be an OSR game, but it will always be an RPG Box Set. So, this year I'm giving away a complete Pathfinder Beginner Box. While I'm not a fan of Pathfinder's endless supplement glut, the core game is a great RPG and the Beginner Box has more than enough to keep a campaign going for quite some time. Rule book, adventure, color cardstock minis, maps, four pre-gen characters with rules for taking them to 5th level, and a set of dice. It's very open-and-play.

This Pathfinder Beginner Box is VERY SLIGHTLY used. I took the shrink off, looking through the contents, and then shelved it. It can be yours, but you have to comment today, December 26th, and tell me your favorite RPG box set. I'll select a winner on the 27th. The contest is open to all US residents, and it will be shipped media mail.

I encourage you to participate either this year, or next year. Let's cap off 12 Days of OSR Christmas with a little extra punch. As for next year, who knows? Maybe a Star Wars Introductory Adventure Box Set? A D&D Adveture Game Box Set (circa '91 or '94)? Shadowrun Alphaware Box Set? Who knows? Heck, you could even put together your own "box set." Next year I might throw together a copy of +Charlie Mason's White Box: Fantastic Medieval Adventure Game, along with Referee Screen inserts (and a universal screen), a few printed character sheets, and a set of dice - all in a plain white box. It's all about sharing the games and sharing the love.



Sunday, December 11, 2016

Long Live White Box

So, with the release of +Charlie Mason's White Box and the upcoming release of the inaugural issue of his associated 'zine The Wizard's Scroll, I got to thinking about Swords & Wizardry WhiteBox again. I think over the past two years or so the OSR community has really seen an explosion in material for WB and WB-based games - and that's awesome.

I say that not just as a publisher, but also as a fan of this rules light game. From its stripped down astetic, to its ultra-simple rules set, to its seemingly infinite hackability, I can safely say its my favorite game in the OSR. But I think my love of WB doesn't really come from any of the things I mentioned above. I think it comes from the seemingly boundless creativity it creates in those who design products using it as a base.

In addition to my little sci-fi game, White Star, there are also a shit ton of WB-based games that are bent to different genres. +Bill Logan's White Lies is modern espionage. Sleeping Griffon has published Skyscrapers and Sorcery, which brings modern fantasy into play. +Pete Spahn just released WWII: Operation White Box, a historic incarnation based around World War II. I think it's only a matter of time before we see Cosmic Horror, Cyberpunk, and other genres bolted onto the White Box design elements.

But at its core, Swords & Wizardry: White Box is a fantasy RPG and many releases don't go far from that. Whether it's a heavily modified and expanded version (like The Hero's Journey) or a cleaned up version of the original with excellent layout and a few expanded rules like Charlie's White Box, both games hold close to the fantasy origins of the game. +Vincent Florio and +Brian Fitzpatrick published a more Conan-esque collection of adventures in their Lost Age Adventures line of products - something which I hope they return to some day. I've also had some success with more traditional supplements for fantasy, with my own line of White Box products.

In short, I think we've seen Swords & Wizardry: White Box go from an oft-mentioned but rarely utilized game to an active force in the OSR over the past two years or so. Mason's White Box brings a professional design element to that game and I think he's leading the charge for this game. It's my belief that Swords & Wizardry: White Box has finally stepped out of the shadows and is a game that will be played and enjoyed for years to come thanks to so many creative people grabbing hold of a simple set of rules and saying "You know what would be fun to do with this?" and then doing it.

Oh, and I love the fact that the vast majority of White Box-based games put in print are done so in digest format. Easy to store, transport, and reference at a table - and they don't cost $22,100 on eBay.

Sunday, October 9, 2016

Simple and Classy

I love character options. Heck, it might even be an obsession given that I wrote over fifty alternate classes for Labyrinth Lord and published a hardcover collection of them for the same game. I did extra classes for both Swords & Wizardry Complete and Swords & Wizardry White Box. So yeah, it's a bit of a wheelhouse of mine, and probably always will be. There's something about designing a class that is just really fun for me.

But, I'm getting old and simplicity is becoming more and more appealing as the years accumulate. Lately I've been reading +Basic Fantasy Role-Playing Game. Every time I read it, I like it more and more. It only features your "core" four classes: Cleric, Fighter, Magic-User, and Thief. Unlike other games which draw heavily on B/X-era D&D, BFRPG uses race and class, not race as class.


So, continuing to use BFRPG as an example, we have the following character options if we use just the core rule book:

Human Cleric
Human Fighter
Human Magic-User
Human Thief
Dwarf Cleric
Dwarf Fighter
Dwarf Thief
Elf Cleric
Elf Fighter
Elf Fighter/Magic-User
Elf Magic-User
Elf Magic-User/Thief
Elf Thief
Halfling Cleric
Halfling Fighter
Halfling Thief

That's 16 possible class and race combinations, using only the core rules. That's quite a lot, if you ask me. I can hear what you're saying now, "But what if I want to play a ranger, a paladin, or an illusionist?"

This brings me to my other issue. I'm a huge fan of Secondary Skills over Non-Weapon Proficiencies. You wanted to play a ranger? Sure, simply choose "Forester" or "Hunter" as your secondary skill. You're now a fighter who is also a forester. Want to track a creature through the woods? Ask your GM what you should roll. They may require an attribute check or give you an "X-in-1d6" chance, or a percentage chance. This could change based on level, circumstances, or both.

This encapsulates the "rulings, not rules" ethos of the OSR. The GM decides how it's handled - often on the fly. Instead of spending five minutes flipping through a book for a chart, a quick ruling is made and the game moves forward. To continue with the "Forester" example, a Thief who has this secondary skill might be a Robin Hood type bandit, while a magic-user might be a mysterious witch. A cleric who is a forestser? Druid much?

This can also make for some interesting combinations. Take an uncommon profession that's not even on a chart, but still evocative; Rat-catcher, for example. A fighter who is also a rat-catcher might be skilled at the training of dogs like terriers and others bred to hunt vermin as well as be quiet knowledgeable about the layout of local sewers. A magic-user with this profession must have a cat familiar who assists them in their profession and practice magic tied to plague and summoning small monsters - or even hunting magical vermin.

"But I still can't play a paladin," you say. Sure you can - and you don't even have to be Lawful Good. Heck, in BFRPG there are no alignments. Simply be a Fighter who was raised in the church and genuinely believes in their doctrine. You're not a paladin because you can Lay on Hands. You're a paladin because you believe in the holy word and crusade against its enemies. A magic-user raised in the church might act as a magical inquisitor - he knows and understands the arcane arts so often practiced by the enemy so that he can fight fire with fire. A thief might specialize in the acquisition and recovery of holy artifacts - or be an off-the-books assassin for high ranking clergy.

The point is that by combining a bit of character history with your class you get an endless list of possibilities. Your character concept doesn't end just because you chose a class. In fact, it's just the beginning...


Wednesday, October 5, 2016

Swords and Wizardry Complete (Third Printing)

So, Frog God Games successfully funded their Kickstarter for a third printing of Swords & Wizardry Complete. Normally, this would be both awesome and not particularly news worthy. I'm a huge fan of both Frog God as a company and S&W Complete - I've even freelanced for Frog God on the new Bard's Gate supplement and an adventure tied in to The Northlands Saga. Matt, Bill, and Zach are all personal heroes. So, if you think I'm biased, that's fair.
S&W Complete 3rd Printing Cover
But this isn't about my bias. This is about the many statement regarding the new cover art. A lot of folks aren't fans of it. And you know what? That's perfectly fine. But, what if you're a fan of Frog God, S&W Complete, and want to support the project - but for whatever reason (not liking the art is just one reason you might be reluctant to back it), still want to show the Frogs some love?

Well, that's an easy one. If you back the project for a buck, you can do an add-on to get a second print Otus art cover S&W Complete book for $30 as a backer-kit add-on.
Swords & Wizardry 2nd Printing Cover
All the hue and cry over this project is really unnecessary in my opinion. Want to make a statement one way or another? Say something with your wallet. Back it if you like it and don't if you're going to pass. No need to turn it into some big to-do political issue.


Tuesday, August 23, 2016

Another Optional LL: Save or Die Poisons

So I'm not a fan of "Save or Die" poisons, for two reasons.

  1. Save or Die effects remove any player agency or chance to survive certain encounters and generally make a player feel arbitrarily hosed simply for one poor roll.
  2. The number of poisons in the real world that kill you in a minute or less are extraordinarily rare. Granted, getting bitten by a spider the size of a pony will likely inject someone with enough poison to kill them, it's just odd for them to just drop dead on the spot.

Debbie is a fan of Save or Die Poisons
So, here's my house rule:

Save or Die Poisons: If my players fail their save to resist a "Save or Die" poison, then they're definitely going to die - but not instantly. They've got a number of turns equal to their Constitution score before death. While poisoned, they suffer a -2 penalty to all attack rolls, and -2 to all ability checks related to Strength and Dexterity.

That way they have (hopefully) at least an hour to solve the problem - whether that's lopping a limb off or rushing to find a cure - well, that's up to them.

Class Options Musings for Labyrinth Lord

As I continue prepping for next week's Labyrinth Lord campaign, I'm considering allowing a pair of classes outside of the AEC, simply to round out the "First Edition meets B/X" feel of the Advanced Edition Companion. But my concern is overwhelming my players with options and extra rules.


I really, really love +Richard LeBlanc  B/X Cavalier and B/X Bard, but am hemming and hauling about including them as options. Thoughts? Insights? Opinions?